SOLVED: Change mouse graphic (act.inv) +1 after clicking on an object solution

Started by steptoe, Mon 26/09/2011 12:34:02

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steptoe

I have a variable: int switch_clicks; when the user clicks on an object with

appropriate inventory item the inv graphic shows on the mouse and it goes to

appropriate Display message.


What I am trying to do, but can't quite remember the script line, is to advance

the cursor graphic +1 (or new number) so that the mouse graphic changes and you

can click object again and graphic +1 (or new number).

After the 3rd click it displays a different text and ActiveInventory=null.

This is so I don't have to reopen inventory window again.

I have 3 graphics for 3 clicks.

Can someone please remind me?

cheers

UPDATE: This works but if you know better:
Code: ags


// SPIT PIPS
	
int switch_clicks;

function omixersw_UseInv()
{
	
 switch_clicks++;
   
          if (switch_clicks ==1 && cChris.ActiveInventory==ipip)
		 
	{
           Display("You spit a pip and it narrowly misses the switch!");
	   cChris.ActiveInventory=ipip;


			
	
}	 

    else if (switch_clicks ==2 && cChris.ActiveInventory==ipip)

	
	{
		
	Display("You spit a pip and it just misses the switch!");
	cChris.ActiveInventory=ipip;
			
}	 
			
	else if (switch_clicks ==3 && cChris.ActiveInventory==ipip)


	
	{

       Display("You spit a pip and it catches the switch and turns it off!");
       object[19].Visible=true;
       object[17].Visible=false;
       object[11].SetView(67);
       object[11].Animate(1, 3, eRepeat, eNoBlock, eForwards);
       cChris.SayAt(165,86,200,"Rock on Tommy!!");
       object[11].SetView(67);
       cChris.ActiveInventory=null;
       cChris.LoseInventory(ipip);

		
}	 

      else if (switch_clicks   >3)
      
      {
		
       Display("The switch already is off!");
		
		
	
}	
}





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